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Joined: Oct 2017
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stranger
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Hello,

Where is the combat handled? Specifically the end turn.
There is a problem when you have zero AP that the turn automatically ends. I dont want that. So can someone tell me where its handled or is it hardcoded?

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stranger
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Bump! Need some help with this one pls.

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That is done by code and cannot be changed. You can script things at the end (and start) of a turn of a character though, both in Osiris and in behaviour script.

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Originally Posted by Tinkerer
That is done by code and cannot be changed. You can script things at the end (and start) of a turn of a character though, both in Osiris and in behaviour script.


Ohhh. That's nice to know. Is there any way to script in having a soundfile from the actual game resources play at the start of a turn?

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Originally Posted by AbysmalDays

Ohhh. That's nice to know. Is there any way to script in having a soundfile from the actual game resources play at the start of a turn?


You could, yes. It's not clear exactly what you want to do but I suspect a combination of using ObjectEnteredCombat, CombatRoundStarted, and/or ObjectReadyInCombat to catch the event with a subsequent PlaySound would approximate the essence of it.


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Originally Posted by Windemere
Originally Posted by AbysmalDays

Ohhh. That's nice to know. Is there any way to script in having a soundfile from the actual game resources play at the start of a turn?


You could, yes. It's not clear exactly what you want to do but I suspect a combination of using ObjectEnteredCombat, CombatRoundStarted, and/or ObjectReadyInCombat to catch the event with a subsequent PlaySound would approximate the essence of it.


I actually just want the game to proc the sound upon the start of a players turn. So if they're a player character (as in, within the party.) , then when their turn comes, emit sound X .

That's it. But that's a great help and a good start on where I should be going! Thanks!


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